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Blood Angels vs Tau - 1500 Points - 1/1/2011


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-- Blood Angels vs Tau --

1500pt game

 

Deployment: Tau sets up first, deploys all but two Devilfish w/ Fire Warriors, which stay in reserves

Blood Angels deploy Scouts, Leaving two loaded out Ravens in reserve

Turn 1:

Tau- Marker lights the scout squad, reducing cover save to 6+, boosting his Hammerhead to BS5 with Submunition Railgun shot. Two wounds both PASSED with a roll of Double Sixes! Two more shooting attacks were passed each with Double 3's on their 3+ Cover Save!

Blood Angels- Scouts fire back and Pathfinders make their cover saves

Turn 2:

Tau- Devilfish #1 comes in from Reserve. Once again the Tau marker lights the Scout Squad, lighting 'em up with one wound on two different attacks, with each cover save failing. Scouts passed Leadership check.

Blood Angels- Both Stormravens come out of Reserve from the table edge (24" in for a 4+ cover save) One raven wrecks the Hammerhead with it's Multimelta thanks to Power of the Machine Spirit. While the other raven misses it's Twin Linked Multimelta attack.

Turn 3:

Tau- Devilfish #2 comes in and disembarks Fire Warriors. Marker lights drop cover save on each Stormraven allowing both to explode after a Tau shooting phase. Death Co, DC Dread + Reclusiarch disembark with no wounds, Sanguinary Priest + Sanguinary Guard disembark with no wounds. Fire Warriors drop one Sanguinary Guard bringing the Sang Squad down to 5 total.

Blood Angels- Sanguinary Guard/Priest squad use Jump Packs to get into position to assault Fire Warriors that are hiding behind Devilfish, while Death Company move to assault Crisis Commander team that Jumped 6" away from the DC Dreadnought, While said DC Dread runs towards a 6 man Fire Warrior team and assaults (successfully) into cover. The other DC Dread assaults two Drones dropped by Devilfish #1. Scouts score just one wound with their shooting attacks, while other units to a couple of wounds each for the most part. All assaults end before the Tau can swing back (Fire Warriors couldn't glance the DC Dread, so no attacks were made.)

Turn 4:

Tau- Devilfish #1 moves and disembarks Fire Team. Marker lights hit the Death Company, boosting ballistic skills on a few of his units. Death Company pass tons of armor & FNP saves, losing at least two models, maybe three at this point, while Devilfish #1 retreats. Non-boosted firepower explodes DC Dreadnought #1.

Blood Angels- Death Company moves to assault the Broadside Battlesuits, while the Sanguinary Unit passes Difficult Terrain test for jumping in the back of the building the Pathfinders were hiding at. Scouts score one unsaved wound against the Pathfinders, bringing 'em down to 3 models. Sanguinary Unit shooting attack finishes 'em off with 3 AP4 wounds in the shooting phase.

Turn 5:

Tau- More DC are lost as marker lights and shooting attacks are successful, although I must say I passed MANY Feel No Pain saves during this game!

Blood Angels- Once again DC successfully assault Fire Warriors after the Sanguinary Guard knocked out the blocking Gun Drones in the shooting phase to clear the way. The remaining Death Company Dreadnought assaulted Devilfish #1, causing it to explode.

 

Game ended at the bottom of turn 5, Kill Points being in the Blood Angels favor!

  • 2 weeks later...

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